Guide to Combat: Difference between revisions

1,287 bytes added ,  06:32, 7 June 2014
→‎Stuns and Incapacitation: There'll be more. Much more.
imported>Kosmos
m (Switched the order a little.)
imported>Kelenius
(→‎Stuns and Incapacitation: There'll be more. Much more.)
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To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such.  While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such.  While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].


==Stuns and Incapacitation==
== Stuns and Incapacitation ==
 
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
=== Three kinds of stuns ===
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.


{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"
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! scope="col" style='background-color:Lightgreen;'|Item
! scope="col" style='background-color:Lightgreen;'|Item
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to acquire
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to acquire
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Counter
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of stun
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
|-
|-
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!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Stun Baton}}[[Stun Baton]]
|[[Security]]
|[[Security]]
|[[Hulk]]
|Weaken
|Not being security, and having this out, is likely to land you in the brig.
|Not being security, and having this out, is likely to land you in the brig.
|-
|-
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!{{anchor|Flash}}[[Flash]]
!{{anchor|Flash}}[[Flash]]
|[[Security]], [[Heads of Staff|Heads]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Security]], [[Heads of Staff|Heads]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Sunglasses]], [[Welding Helmet]]
|Weaken
|[[Cyborg]]s are vulnerable to this method of stunning.
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|-
|-


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!{{anchor|Taser}}[[Taser]]
!{{anchor|Taser}}[[Taser]]
|[[Security]]
|[[Security]]
|[[Hulk]], [[Ablative Armor Vest]]
|Weaken
|A ranged stun, which sets Sec apart from everyone else. Has five charges.
|A ranged stun, which sets Sec apart from everyone else. Has five charges.
|-
|-


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!{{anchor|Energy Gun}}[[Energy Gun]]
!{{anchor|Energy Gun}}[[Energy Gun]]
|[[Captain]], [[HoS]], [[HoP]], [[Armory]]
|[[Captain]], [[HoS]], [[HoP]], [[Armory]]
|[[Hulk]], [[Ablative Armor Vest]]
|Weaken
|Like a [[Taser]], but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.
|Like a [[Taser]], but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.
|-
|-
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!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
|Have arms
|Have arms
|Dangerous to do
|Weaken
|You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon.
|You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief.
|-
|-


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!{{anchor|Chloral Hydrate}}[[Chloral Hydrate]]
!{{anchor|Chloral Hydrate}}[[Chloral Hydrate]]
|[[Chemistry]]
|[[Chemistry]]
|Coffee
|Sleep
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. This puts anyone to sleep for an extended period of time. Large doses can kill someone (30+ units).
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. This puts anyone to sleep for an extended period of time. Large doses can kill someone (30+ units).
|-
|-
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!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|[[Security]]
|[[Security]]
|[[Sunglasses]] + [[Earmuffs]]
|Weaken
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.
|-
|-
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!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
|[[Lawyer]], [[Librarian]], [[Research Director]]
|[[Lawyer]], [[Librarian]], [[Research Director]]
|[[Sunglasses]] or Spacesuit Helmet
|Weaken on cyborgs, blinds humans
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|-
|-
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!{{anchor|Knockout}}Knockout
!{{anchor|Knockout}}Knockout
|Have arms
|Have arms
|[[Helmet]]s might protect you
|Weaken
|When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out.
|When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out.
|-
|-
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!{{anchor|Disabler}}[[Disabler]]
!{{anchor|Disabler}}[[Disabler]]
|Through Disabler Crate from Cargo.
|Through Disabler Crate from Cargo.
|???
|Stamina damage
|A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.
|A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.
|-
|-
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!{{anchor|Stun Revolver}}Stun Revolver
!{{anchor|Stun Revolver}}Stun Revolver
|Through research
|Through research
|???
|Weaken
|A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger.
|A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges.
|}
 
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon
! scope="col" style='background-color:Lightgreen;'|Counter
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to acquire
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of stun
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
|-
![[File:Hulk.png]]
!Hulk
|[[Genetics]] or [[Virology]]
|Any
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.
 
|-
![[File:SGlasses.png]]
!Eye protection
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|Flashes
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
|}


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